The Elder Revelation
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“
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We must defend this Divine Weapon. The Silencing Darkness, Apocalypse, must not fall into the enemy's hands!
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”
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— Peres
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The Elder Revelation (Japanese: 黙示の闇 Darkness of Revelation) is Chapter 21x of Fire Emblem: The Binding Blade. In order to play this chapter, the previous chapter must have been completed within 30 turns, and Melady and Zeiss must have been recruited and be alive.
Plot
- Main article: The Elder Revelation/Script
After Elffin discovered an underground path in the Shrine of Seals, Roy heads down to recover the legendary weapon Apocalypse, formerly wielded by the enigmatic Bramimond of the Eight Legends. Melady warns him that the shrine may be trapped, according to rumors from other Bernese soldiers.
Inside, Peres protects Apocalypse from the Etrurian Army according to the final orders he received from Murdock. Despite the various spike traps inside the shrine, Roy defeats Peres and obtains Apocalypse. Roy, Elffin, and Guinivere question the many traps wherever legendary weapons rest, and Guinivere suggests that the traps may exist to keep the unworthy from wielding the weapons.
Later, Roy, Elffin and Merlinus proceed to the altar of the Binding Blade. After Merlinus tries and fails to draw the blade, Roy inserts the Fire Emblem into the blade's hilt like Guinivere instructed him. Immediately, Roy sees a vision of the Dragon Sanctuary with an unveiled Idunn inside, and speculates that this is Hartmut's memory contained within the Binding Blade. When the vision fades, the Binding Blade glows. Though Roy doubts that he is fit to wield Hartmut's weapon, Elffin reassures him that the Binding Blade chose him. With renewed confidence, Roy leads the Etrurian Army toward the final clash against Zephiel.
Chapter data
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Victory: Seize the throne
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Roy dies
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1–10
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{{{partner}}}
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{{{other}}}
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45+6
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{{{third}}}
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Mine traps are indicated with a
Mine.
Spike traps are indicated with a spike.
This chapter features two types of hazards: mine traps and spike traps. Mine traps deal 10 damage to a player unit that waits on one; spike traps attack a player units that waits on one with 10 physical attack, but this is opposed by the unit's defense. Either trap will be disarmed before dealing damage when a Thief waits on one.
Mine traps are located at the following tiles:
- Column 7, row 7
- Column 8, row 9
- Column 7, row 11
- Column 8, row 14
- Column 7, row 16
- Column 8, row 18
- Column 25, row 7
- Column 24, row 9
- Column 25, row 11
- Column 24, row 14
- Column 25, row 17
- Column 24, row 18
Spike traps are located at the following tiles:
- Column 13, row 15
- Column 19, row 15
- Column 11, row 8
- Column 21, row 8
- Column 15, row 8
- Column 17, row 8
Character data
- At the end of the chapter, Roy will promote to Great Lord automatically.
Item Data
- Each chest will randomly contain either a Manakete or Elixir.
Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
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Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Peres
|
Druid
|
17
|
1
|
36
|
20
|
14
|
11
|
13
|
15
|
20
|
6
|
6
|
Nosferatu
|
Does not move; stands on the throne, the chapter's seize point.
|
|
Bern
|
Druid
|
10
|
2
|
29~34
|
19~24
|
9~14
|
9~13
|
4~8
|
5~9
|
12~15
|
6
|
6
|
Fenrir • Physic
|
Does not move, except to heal.
|
|
Bern
|
Mercenary
|
20
|
3
|
31~36
|
10~13
|
14~17
|
13~15
|
4~7
|
6~8
|
2~4
|
9
|
5
|
Steel Sword
|
--
|
|
Bern
|
Hero
|
10
|
1
|
39~47
|
12~17
|
15~20
|
14~18
|
5~9
|
12~16
|
3~7
|
10
|
6
|
Brave Sword • Vulnerary
|
--
|
|
Bern
|
Sniper
|
8
|
2
|
34~41
|
12~17
|
11~16
|
9~12
|
5~10
|
7~11
|
4~8
|
8
|
6
|
Silver Bow
|
--
|
|
Bern
|
Knight
|
19
|
2
|
29~34
|
11~14
|
7~10
|
2~4
|
3~6
|
13~15
|
0~2
|
13
|
4
|
Steel Lance • Javelin
|
• The western one does not move, except to heal. • The eastern one moves to attack units in range.
|
|
Bern
|
Hero
|
10
|
2
|
39~47
|
12~17
|
15~20
|
14~18
|
5~9
|
12~16
|
3~7
|
10
|
6
|
Silver Sword
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Sniper
|
7
|
5
|
34~40
|
12~17
|
11~16
|
9~12
|
5~10
|
7~11
|
4~8
|
8
|
6
|
Steel Bow
|
• All but the middle of the western three begin moving unprovoked when they can attack a unit within two turns. • The middle of the western three moves to attack units in range.
|
|
Bern
|
Mercenary
|
18
|
2
|
29~34
|
9~12
|
13~16
|
12~15
|
4~6
|
6~8
|
2~3
|
9
|
5
|
Steel Sword
|
The eastern one moves to attack units in range.
|
|
Bern
|
General
|
12
|
2
|
40~48
|
14~19
|
10~14
|
4~8
|
4~8
|
18~21
|
6~9
|
15
|
5
|
Silver Lance • Hand Axe
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Mercenary
|
19
|
1
|
30~35
|
10~13
|
14~17
|
13~15
|
4~7
|
6~8
|
2~4
|
9
|
5
|
Light Brand
|
Moves to attack units in range.
|
|
Bern
|
Hero
|
10
|
1
|
39~47
|
12~17
|
15~20
|
14~18
|
5~9
|
12~16
|
3~7
|
10
|
6
|
Silver Sword • Vulnerary
|
--
|
|
Bern
|
Knight
|
19
|
2
|
29~34
|
11~14
|
7~10
|
2~4
|
3~6
|
13~15
|
0~2
|
13
|
4
|
Axereaver • Javelin
|
Moves to attack units in range.
|
|
Bern
|
General
|
12
|
1
|
40~48
|
14~19
|
10~14
|
4~8
|
4~8
|
18~21
|
6~9
|
15
|
5
|
Horseslayer • Hand Axe
|
Moves to attack units in range.
|
|
Bern
|
Mercenary
|
19
|
1
|
30~35
|
10~13
|
14~17
|
13~15
|
4~7
|
6~8
|
2~4
|
9
|
5
|
Steel Sword
|
Moves to attack units in range.
|
|
Bern
|
Hero
|
12
|
1
|
41~49
|
12~17
|
15~20
|
14~18
|
6~10
|
12~16
|
3~7
|
10
|
6
|
Armorslayer
|
Does not move, except to heal.
|
|
Bern
|
Shaman
|
18
|
2
|
23~26
|
9~12
|
5~8
|
6~8
|
2~4
|
3~4
|
9~12
|
5
|
5
|
Nosferatu
|
• The northern one does not move, except to heal. • The southern one moves to attack units in range.
|
|
Bern
|
Shaman
|
19
|
2
|
23~27
|
9~13
|
6~8
|
6~9
|
3~5
|
3~5
|
9~12
|
5
|
5
|
Fenrir
|
--
|
|
Bern
|
Mercenary
|
20
|
2
|
31~36
|
10~13
|
14~17
|
13~15
|
4~7
|
6~8
|
2~4
|
9
|
5
|
Lancereaver
|
The northeast one moves to attack units in range.
|
|
Bern
|
Druid
|
6
|
1
|
27~32
|
17~22
|
8~12
|
9~12
|
3~7
|
5~8
|
11~14
|
6
|
6
|
Nosferatu
|
--
|
|
Bern
|
General
|
10
|
1
|
38~46
|
14~19
|
9~13
|
4~8
|
4~8
|
17~21
|
6~9
|
15
|
5
|
Silver Lance • Hand Axe
|
Does not move, except to heal.
|
|
Bern
|
Berserker
|
10
|
1
|
37~43
|
14~19
|
11~15
|
8~12
|
3~6
|
7~11
|
1~5
|
13
|
6
|
Devil Axe • Hand Axe
|
Does not move, except to heal.
|
|
Bern
|
Druid
|
10
|
1
|
29~34
|
19~24
|
9~14
|
9~13
|
4~8
|
5~9
|
12~15
|
6
|
6
|
Fenrir
|
Moves to attack units in range.
|
|
Bern
|
Shaman
|
19
|
1
|
23~27
|
9~13
|
6~8
|
6~9
|
3~5
|
3~5
|
9~12
|
5
|
5
|
Flux
|
Moves to attack units in range.
|
|
Bern
|
Sniper
|
10
|
1
|
36~42
|
13~18
|
12~17
|
9~13
|
6~11
|
8~11
|
5~8
|
8
|
6
|
Killer Bow
|
Moves to attack units in range.
|
|
Bern
|
Archer
|
19
|
1
|
29~33
|
9~12
|
9~12
|
8~10
|
5~8
|
5~7
|
1~3
|
7
|
5
|
Steel Bow
|
Moves to attack units in range.
|
|
Bern
|
Sniper
|
6
|
1
|
33~39
|
12~16
|
11~15
|
8~12
|
5~9
|
7~10
|
4~7
|
8
|
6
|
Steel Bow
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Hero
|
10
|
1
|
39~47
|
12~17
|
15~20
|
14~18
|
5~9
|
12~16
|
3~7
|
10
|
6
|
Brave Sword
|
Moves to attack units in range.
|
|
Bern
|
Druid
|
8
|
1
|
28~33
|
18~23
|
8~13
|
9~12
|
4~7
|
5~8
|
11~15
|
6
|
6
|
Silence • Fenrir • Physic
|
Does not move, except to heal.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Peres
|
Druid
|
17
|
1
|
41~44
|
26~29
|
17~19
|
14~15
|
15~17
|
16~17
|
23~25
|
6
|
6
|
Nosferatu
|
Does not move; stands on the throne, the chapter's seize point.
|
|
Bern
|
Druid
|
10
|
2
|
34~42
|
25~29
|
12~19
|
12~17
|
6~12
|
6~11
|
15~20
|
6
|
6
|
Fenrir • Physic
|
Does not move, except to heal.
|
|
Bern
|
Mercenary
|
20
|
3
|
40~49
|
14~20
|
18~20
|
16~20
|
7~12
|
8~11
|
3~7
|
9
|
5
|
Steel Sword
|
--
|
|
Bern
|
Hero
|
10
|
1
|
48~59
|
15~22
|
18~25
|
16~22
|
8~13
|
14~20
|
4~9
|
10
|
6
|
Brave Sword • Vulnerary
|
--
|
|
Bern
|
Sniper
|
8
|
2
|
41~52
|
15~22
|
14~21
|
11~16
|
8~15
|
8~14
|
5~11
|
8
|
6
|
Silver Bow
|
--
|
|
Bern
|
Knight
|
19
|
2
|
38~47
|
15~20
|
11~16
|
3~7
|
6~10
|
16~20
|
0~3
|
13
|
4
|
Steel Lance • Javelin
|
• The western one does not move, except to heal. • The eastern one moves to attack units in range.
|
|
Bern
|
Hero
|
10
|
2
|
48~59
|
15~22
|
18~25
|
16~22
|
8~13
|
14~20
|
4~9
|
10
|
6
|
Silver Sword
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Sniper
|
7
|
5
|
41~51
|
15~22
|
14~21
|
11~16
|
8~15
|
8~14
|
5~11
|
8
|
6
|
Steel Bow
|
• All but the middle of the western three begin moving unprovoked when they can attack a unit within two turns. • The middle of the western three moves to attack units in range.
|
|
Bern
|
Mercenary
|
18
|
2
|
38~47
|
13~19
|
17~20
|
15~20
|
7~11
|
8~11
|
3~6
|
9
|
5
|
Steel Sword
|
The eastern one moves to attack units in range.
|
|
Bern
|
General
|
12
|
2
|
49~60
|
17~24
|
13~18
|
5~10
|
6~12
|
20~25
|
7~12
|
15
|
5
|
Silver Lance • Hand Axe
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Mercenary
|
19
|
1
|
39~48
|
14~20
|
18~20
|
16~20
|
7~12
|
8~11
|
3~7
|
9
|
5
|
Light Brand
|
Moves to attack units in range.
|
|
Bern
|
Hero
|
10
|
1
|
48~59
|
15~22
|
18~25
|
16~22
|
8~13
|
14~20
|
4~9
|
10
|
6
|
Silver Sword • Vulnerary
|
--
|
|
Bern
|
Knight
|
19
|
2
|
38~47
|
15~20
|
11~16
|
3~7
|
6~10
|
16~20
|
0~3
|
13
|
4
|
Axereaver • Javelin
|
Moves to attack units in range.
|
|
Bern
|
General
|
12
|
1
|
49~60
|
17~24
|
13~18
|
5~10
|
6~12
|
20~25
|
7~12
|
15
|
5
|
Horseslayer • Hand Axe
|
Moves to attack units in range.
|
|
Bern
|
Mercenary
|
19
|
1
|
39~48
|
14~20
|
18~20
|
16~20
|
7~12
|
8~11
|
3~7
|
9
|
5
|
Steel Sword
|
Moves to attack units in range.
|
|
Bern
|
Hero
|
12
|
1
|
50~61
|
15~22
|
18~25
|
16~22
|
9~14
|
14~20
|
4~9
|
10
|
6
|
Armorslayer
|
Does not move, except to heal.
|
|
Bern
|
Shaman
|
18
|
2
|
29~34
|
15~20
|
8~14
|
9~13
|
4~8
|
4~6
|
13~18
|
5
|
5
|
Nosferatu
|
• The northern one does not move, except to heal. • The southern one moves to attack units in range.
|
|
Bern
|
Shaman
|
19
|
2
|
29~35
|
15~20
|
9~14
|
9~14
|
5~9
|
4~7
|
13~18
|
5
|
5
|
Fenrir
|
--
|
|
Bern
|
Mercenary
|
20
|
2
|
40~49
|
14~20
|
18~20
|
16~20
|
7~12
|
8~11
|
3~7
|
9
|
5
|
Lancereaver
|
The northeast one moves to attack units in range.
|
|
Bern
|
Druid
|
6
|
1
|
32~40
|
23~29
|
11~17
|
12~16
|
5~11
|
6~10
|
14~19
|
6
|
6
|
Nosferatu
|
--
|
|
Bern
|
General
|
10
|
1
|
47~58
|
17~24
|
12~17
|
5~10
|
6~12
|
19~25
|
7~12
|
15
|
5
|
Silver Lance • Hand Axe
|
Does not move, except to heal.
|
|
Bern
|
Berserker
|
10
|
1
|
44~53
|
18~25
|
14~19
|
9~14
|
4~9
|
8~13
|
2~7
|
13
|
6
|
Devil Axe • Hand Axe
|
Does not move, except to heal.
|
|
Bern
|
Druid
|
10
|
1
|
34~42
|
25~29
|
12~19
|
12~17
|
6~12
|
6~11
|
15~20
|
6
|
6
|
Fenrir
|
Moves to attack units in range.
|
|
Bern
|
Shaman
|
19
|
1
|
29~35
|
15~20
|
9~14
|
9~14
|
5~9
|
4~7
|
13~18
|
5
|
5
|
Flux
|
Moves to attack units in range.
|
|
Bern
|
Sniper
|
10
|
1
|
43~53
|
16~23
|
15~22
|
11~17
|
9~16
|
9~14
|
6~11
|
8
|
6
|
Killer Bow
|
Moves to attack units in range.
|
|
Bern
|
Archer
|
19
|
1
|
37~45
|
13~18
|
13~19
|
11~16
|
9~14
|
6~10
|
2~5
|
7
|
5
|
Steel Bow
|
Moves to attack units in range.
|
|
Bern
|
Sniper
|
6
|
1
|
40~50
|
15~21
|
14~20
|
10~16
|
8~14
|
8~13
|
5~10
|
8
|
6
|
Steel Bow
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Hero
|
10
|
1
|
48~59
|
15~22
|
18~25
|
16~22
|
8~13
|
14~20
|
4~9
|
10
|
6
|
Brave Sword
|
Moves to attack units in range.
|
|
Bern
|
Druid
|
8
|
1
|
33~41
|
24~29
|
11~18
|
12~16
|
6~11
|
6~10
|
14~20
|
6
|
6
|
Silence • Fenrir • Physic
|
Does not move, except to heal.
|
|
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Reinforcements
Boss data
- Main article: Peres
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.[1]
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Inventory
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Nosferatu
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Weapon Levels
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✗
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✗
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✗
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✓
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✓
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Inventory
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Nosferatu
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Weapon Levels
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✗
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✗
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✗
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✗
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✗
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✓
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✓
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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The map above shows the location of traps indicated by mine and spike icons:
- The mine icons signify fire traps. These inflict 10 damage upon activation.
- Spikes behave similarly, but units with 10 or more defense are immune to their damage.
These traps activate every time a unit – ally or enemy – steps on them, and this can happen multiple times. To disable a trap permanently, simply place a thief on its tile. However, it is often simpler to just avoid them. Given the map's fog of war, it is vital to equip your thieves and staff users with a Torch item or staff for better visibility. Bring your units, especially flying units, with high constitution to transport the others across the water.
- Split your group in two at the onset, but if you are unsure about your unit's strength, proceed as a single group.
- Position high-defense units at the front, keeping mages behind for support as the only magical foes are the Shamans.
- Near the chest area, prepare your ranged units to engage the Druids from the opposite side of the wall. If deploying magic units, keep a Restore staff handy – Druid in the center wields a long-range Silence staff.
- If you are going after the chests, know that they will randomly contain an Elixir or a Manakete. Be ready to confront a Manakete with at least three units.
For the boss battle:
- Beware of the Hero with the Brave Sword. Stay at least 8 spaces away as he will not chase you. Then, when ready, strike him from a distance on your next move.
- Against Pereth, use units with high speed and resistance, and attack with physical weapons. Use the Barrier staff or Pure Water if needed. This will prevent the boss from regenerating a lot of HP via Nosferatu. If your units risk being killed, either rescue them or heal from a distance.
Etymology and other languages
Gallery
References